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When adventurers pursue sahuagin back to their undersea homes, fight off sharks in an ancient shipwreck, or find themselves in a flooded dungeon room, they must fight in a challenging environment. Underwater the following rules apply.


When making a melee weapon attack, a creature that doesn’t have a swimming speed (either natural or granted by magic) has disadvantage on the attack roll unless the weapon is a dagger, javelin, shortsword, spear, or trident.


A ranged weapon attack automatically misses a target beyond the weapon’s normal range. Even against a target within normal range, the attack roll has disadvantage unless the weapon is a crossbow, a net, or a weapon that is thrown like a javelin (including a spear, trident, or dart).


Creatures and objects that are fully immersed in water have resistance to fire damage.

Breathing

  • You can hold your breath (1 + Constitution modifier) minutes, minimum of 30sec. 
  • After running out of air, you have a number of rounds (6 sec each) equal to your Constitution modifier, with the minimum being 1 round. 
  • After the previous step, drop to 0 hp. You are dying and cannot regain hp or stabilize until you can breathe again.